> The osgUtil::CullVisitor has the maintains a stack of ModelViewMatrix
> that it accumulates through the the scene graph traversal, you should
> just need to get the top of this stack using
> cullVisitor->getModelViewMatrix().
>
> Robert.
>
> On 2 November 2016 at 22:25
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he UserValue looks like
> it won't be thread safe or even safe n the presence of multiple cull
> traversals.
>
> On 3 November 2016 at 11:40, Trajce Nikolov NICK
> wrote:
> > Thanks Robert,
> >
> > I am aware of it, it is already used in my second snippet. H
Hi community.
I have some small knowledge of VPB and that is from some short experience
years ago. Since then, I haven't followed the development ...
My simple question is, is VPB capable of integrating features (linear,
areal) into the terrain mesh?
Thanks as always!
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Hi again Community,
I am looking for some samples of usage of this class (with the Constrains).
I remember once there was a code sample of this but now can not find it in
the repo. Any hints?
Thanks a lot!
Cheers,
Nick
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> Cheers,
> tom[/code]
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=69239#69239
>
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>
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; http://forum.openscenegraph.org/viewtopic.php?p=69245#69245
>
>
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Hi Community,
I am trying to learn osgUI by reading the code - no example available in
the repo :(. So the basic first questions: How to setup the size/position
of osgUI::Widget?
Thanks a bunch!
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Blind me ;-) .. All is there in the API ... Sorry for the noise ;-)
On Mon, Nov 7, 2016 at 3:26 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> I am trying to learn osgUI by reading the code - no example available in
> the repo :(. So the bas
Hi Community,
anyone knowing where can I find some sample source data to try VPB?
Thanks a lot as always!
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> osg-users mailing list
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//forum.openscenegraph.org/viewtopic.php?p=69280#69280
>
>
>
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ers mailing list
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;removeInternalTriangles(constraint);
osg::ref_ptr geometry = new osg::Geometry;
geometry->setVertexArray(_points);
geometry->addPrimitiveSet(triangulator->getTriangles()); // triangles with
constraint cut
geometry->addPrimitiveSet(constraint->getTriangles()); // no triangles
Thanks a bun
e for me to go read your code,
> read the DelaunayTriangulator code and work out what is going on, then
> try to communicate my findings to you, it's just way more efficient to
> dive into the code yourself.
>
> Robert.
>
> On 11 November 2016 at 18:18, Trajce Nikolov NICK
>
Hi Community,
is something like this available in OSG?
Thanks as always!
Cheers,
Nick
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t;
>> is something like this available in OSG?
>>
>> Thanks as always!
>>
>> Cheers,
>> Nick
>>
>> --
>> trajce nikolov nick
>>
>>
>> ___
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his can't be accomplished with osg::Transform::ABSOLUTE_RF,
> since I want the shapes to translate/rotate when user manipulates the scene)
>
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or each circle?
>
> 2016-11-21 16:20 GMT+00:00 Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>:
>
>> Hi Bruno,
>>
>> maybe you can have a look at osg::AutoTransform
>>
>> On Mon, Nov 21, 2016 at 4:08 PM, Bruno Oliveira <
>> bruno.manata
gt;> osgViewer::Viewer viewer;
>> viewer.setSceneData(geode.get());
>> getchar();
>> return viewer.run();
>>
>> }
>>
>> ...
>>
>> Thank you!
>>
>> Cheers,
>> Uma
>>
>> -------
Hi Community,
anyone with a knowledge if VPB is generating normals for the terrain skin
and can point me to the code snippet where these normals are being
calculated?
Thanks a lot as always
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, Nov 24, 2016 at 4:49 PM, Robert Osfield
wrote:
> On 24 November 2016 at 14:32, Trajce Nikolov NICK
> wrote:
> > anyone with a knowledge if VPB is generating normals for the terrain skin
> > and can point me to the code snippet where these normals are being
> > ca
wtopic.php?p=69496#69496
>
>
>
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> --
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>
>
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...
Thanks for any input!
Cheers,
Nick
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ick,
>
> On 29 November 2016 at 18:20, Trajce Nikolov NICK
> wrote:
> > I need the idea this time :-) This hurts my head for few days
> already
> > :-)
> >
> > As the subject says, I have VPB database, geocentric. And this is quad
> tree
> > with ma
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LOD range on the ellipsoid ...
Thanks guys .. I am ok now ;-)
Cheers,
Nick
On Tue, Nov 29, 2016 at 10:18 PM, Robert Osfield
wrote:
> On 29 November 2016 at 19:18, Trajce Nikolov NICK
> wrote:
> > Clear on forcing the loading as in the LOS intersection utilities. Let
> say I
> >
LODScale*/) const
{
if (_lodSelectionMode==USE_EYE_POINT_FOR_LOD_LEVEL_SELECTION)
{
return (pos-getEyePoint()).length();
}
else
{
return 0.0f;
}
}
If you are very busy and give some hints I can try to implement this
functionality
Thanks a lot!
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trajce niko
29, 2016 at 11:34 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert,
>
> USE_EYE_POINT_FOR_LOD_LEVEL_SELECTION seams to not have effect no matter
> if it is selected or not. I traced the code and as is written now
> IntersectionVisitor::apply(os
d position/orientation.
When I do this, I am seeing the tiles back to (0,0,0) but they keep
oriented as on the ellipsoid, so I am after a hint where is this geocentric
orientation applied and how to "revert" it back
Thanks for any hint
Cheers!
Nick
--
Nevermind ... I did it with Quat from the tile geocentric up to local Z ...
Please ignore
On Wed, Nov 30, 2016 at 6:33 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert, Community,
>
> I spent today some time to learn about the final output of the VPB
p://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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bump in my current dev
Cheers,
Nick
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inate frame is used in the quadtree itself,
> but it should be easy enough to put some subgraph to an osgt to inspect.
>
> Cheers
> Sebastian
>
>
> Thanks so much for any word on this. It is the last bump in my current dev
>
> Cheers,
> Nick
>
> --
>
example, I have this scene:
PagedLOD->Group->TerrainTile->MatrixTransform->Geode
MatrixTransform is reporting 0 numParents and Geode->getParentalNodePaths
is up to the MatrixTransform
I am confused. I am after replacing the TerrainTile with my own Group/Node
Thanks for any hint
--
Thanks Robert ! Very well explained !
Cheers!
Nick
On Tue, Dec 6, 2016 at 10:17 AM, Robert Osfield
wrote:
> Hi Nick,
>
> On 6 December 2016 at 05:38, Trajce Nikolov NICK
> wrote:
> > Hi Robert, Community,
> >
> > This might sounds stupid so I am apolog
>>
>>
>>
>>
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iewtopic.php?p=69816#69816
>
>
>
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sort of cache or such ... Any hint on this?
I hope I made it clear. Obviously I can not post video for the scenario
Thanks a lot for any idea
Cheers,
Nick
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ehm ... dirtyBound(); fixed it .. sorry for the noise ... ;-)
Happy New Year
On Mon, Jan 2, 2017 at 6:32 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> I come across some odd issue by using this. In short, the story is that I
> have some
tiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,
> 0, points));
>
> return geom;
> }
>
>
> ___________
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> http://lists.openscenegraph.org/listinfo.cgi/osg-u
ibutes.cpp example and did
> not quite get it at first. Do you know if there are any further
> documentation or snippets I could read?
>
> Or maybe if you have quick snippets it could spare me some valuable time.
>
> 2017-01-02 20:56 GMT+00:00 Trajce Nikolov NICK <
> trajce.n
---
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69854#69854
>
>
>
>
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>
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missing
FindOSG.cmake and the ability to set up the OSG I want (as in any other OSG
based project). How this suppose to work now ? I am on Windows & Ubuntu,
the testingwas done on Windows
Thanks a lot as always!
Cheers,
Nick
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Not
> many news so far. Only some blog entries demonstrating how to integrate it
> with, say, discrete results... and now this one mentioning "osgQt is a
> separate project". Is Qt support somehow discontinued officially or
> something?
>
> On 10-Jan-17 1:08 AM, Trajce
le set of find*.cmake scripts for the OSG. There
> is uber one FindOpenSceneGraph.cmake and a series of findosg.cmake,
> findosgUtil.cmake etc.
>
> Robert.
>
> On 10 January 2017 at 00:08, Trajce Nikolov NICK
> wrote:
> > Hi Robert,
> >
> > since now osgQt is
Hi Paul,
sure. Just give me some time since I have hacked it fast for me test
purposes. Let do it proper :-). Will ping you shortly with the updated
files.
Cheers,
Nick
On Tue, Jan 17, 2017 at 2:51 AM, Paul McIntosh <
paul.mcint...@internetscooter.com> wrote:
>
> Trajce Nikolo
it every one this way !
>
> https://github.com/openscenegraph/osgQt
>
> Thanks
>
> Le mar. 17 janv. 2017 à 03:29, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> a écrit :
>
>> Hi Paul,
>>
>> sure. Just give me some time since I have hacked it fast
/CMakeLists.txt
# 3rd Party Dependency Stuff
IF(WIN32)
INCLUDE(Find3rdPartyDependencies)
ENDIF()
On Tue, Jan 17, 2017 at 2:54 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Mathieu, Paul, Robert,
>
> I must apologize for the noise again :-(, I was working on some o
ards,
> Gianni
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70034#70034
>
>
>
>
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ation;
modelOrientation.makeRotate(Vec3(0,1,0), whatever);
Quat q;
q = terrainOrientation * modelOrientation; // not sure about this
MatrixTransform mxt = ...
mxt->setMatrix(Matrixd:;rotate(q) * ...);
Any hints?
Thanks a bunch as always!
Nick
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o
odelOrientation.makeRotate(Vec3(0,1,0), whatever);
>>
>> Quat q;
>> q = terrainOrientation * modelOrientation; // not sure about this
>>
>> MatrixTransform mxt = ...
>> mxt->setMatrix(Matrixd:;rotate(q) * ...);
>>
>> Any hints?
>>
>> Thanks
>
> Cheers
> Sebastian
>
> P.S. If you got further questions, simply drop me a private message/email.
>
>
>
>
> Am 2/1/2017 um 11:27 AM schrieb Trajce Nikolov NICK:
>
>> Hi Sebastian,
>>
>> the code will be welcome. I was expecting that the pro
, Feb 1, 2017 at 12:43 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Sebastian!
>
> I will write you off-list
>
> On Wed, Feb 1, 2017 at 12:36 PM, Sebastian Messerschmidt <
> sebastian.messerschm...@gmx.de> wrote:
>
>> Hi Tra
Hi Community,
I am entering osgVolume for first time. Someone with some hints for this
core feature? Anything is welcome
And thanks a bunch as always!
Cheers,
Nick
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nf.h
454 1 osgDB
#ifndef Z_SOLO
# if defined(Z_HAVE_UNISTD_H) || defined(_LARGEFILE64_SOURCE)
#include /* for SEEK_*, off_t, and _LFS64_LARGEFILE
*/
Any clue?
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visual
feedback.
Any hints from those who know a bit more of this project?
Thanks a bunch as always and take my apologize for using this list with
sort of non-osg issue
Nick
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-Viewer? Or links?
Thanks a lot
p.s. Jan Ciger? :)
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Thanks Jan .. Yes indeed, this become OSVR specific .. I will write you
off-list
On Fri, Feb 10, 2017 at 2:20 PM, Jan Ciger wrote:
> Hello Trajce,
>
> On Fri, Feb 10, 2017 at 2:08 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi comm
/1s99SGZc
http://pastebin.com/UtkqPRce
What I am missing here?
Thanks for every hint as always!
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It has to do with MatrixTransforms and probably the IntersectionVisitor. I
had my scene rotated a bit and it was buggy. With identity matrix on top
works well ... Trying to debug if I can find something
On Thu, Feb 16, 2017 at 8:31 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com>
recommend the polytopeintersector for general purpose
> picking (it works for points primitives too)
>
> Hope it helps
>
>
> Cheers
>
>
>
> Trajce Nikolov NICK wrote:
> > It has to do with MatrixTransforms and probably the IntersectionVisitor.
> I had my scene rotate
osgUtil::
> LineSegmentIntersector(osgUtil::Intersector::MODEL, startVertex,
> endVertex);
>
>
> Perhaps your problem came from here...
>
> cheers
>
>
> Trajce Nikolov NICK wrote:
> > Thanks Julien for your time to give it a look
> >
> > I went further
AM, Robert Osfield
wrote:
> On 18 February 2017 at 21:25, Trajce Nikolov NICK
> wrote:
> > yes ...
> >
> > Now, digging into the bits of the IntersectionVisitor::apply(
> osg::Transform&
> > transform) I am seeing it it keeps a stack of the ModelMatric
eproduce
Cheers and thanks a bunch as always!
Nick
p.s. Bjorn?
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>
>
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Hi community,
what would be the best way to implement bbox collision with terrain, from
what is already in OSG (no bullet etc)?
thanks a bunch as always,
Nick
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http
no one on this?
On Sun, Mar 12, 2017 at 9:53 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi community,
>
> what would be the best way to implement bbox collision with terrain, from
> what is already in OSG (no bullet etc)?
>
> thanks a
dynamics.
> So maybe try to explain the problem you're trying to solve a bit more in
> detail.
>
> Cheers
> Sebastian
>
> no one on this?
>
> On Sun, Mar 12, 2017 at 9:53 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi
--
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70531#70531
>
>
>
>
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Hi Community,
I am trying to solve a problem where my scene is with shadow caster model
where I want to see only the shadows and have the shadow caster model
invisible. What would be the node masks game to achieve this? or some other
solution?
Thanks a bunch as always
Nick
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>
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Try a simple shader then :-)
On Wed, Mar 29, 2017 at 10:51 AM, Gianni Ambrosio
wrote:
> Hi Nick
>
> Trajce Nikolov NICK wrote:
> > Hi Gianni,
> >
> > you can do something like
> > getOrCreateStateSet()->setAttributeAndModes(new
> osg::Depth(os
t;
> http://forum.openscenegraph.org/viewtopic.php?t=12628&;
> highlight=invisible+shadow
>
> Hope these will help.
> Alessandro
>
> On Tue, Mar 28, 2017 at 9:06 AM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Community,
>>
>> I
n?
> Best regards!
> Judy Fan.
>
>
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861
>
>
>
>
>
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_
Hi community,
this is simple question. I am updating the Color array of a osg::Geometry
on the fly. It is not having effect. The Geometry is not using displaylist.
How/What should I do to have the color mods "updated" in the rendering
correctly?
Thanks a bunch as always?
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yes :) .. Thanks Glenn .. I totally missed that
On Wed, May 3, 2017 at 8:54 PM, Glenn Waldron wrote:
> Nick,
> If you have VBOs enabled, I think you just have to call dirty() on the
> color array itself.
>
>
> Glenn Waldron
>
> On Wed, May 3, 2017 at 2:43
some
pos-processor .. Any word from you is highly welcome
Thanks a bunch as always!
Cheers,
Nick
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ave found GeographicLib to be a good coordinate converter. It supports
> ECEF (Geocentric), although I'm not sure about the round earth format you
> referred to.
>
> https://geographiclib.sourceforge.io/
>
> Nathan
>
> On Fri, May 5, 2017 at 11:35 AM, Trajce Nikolov NICK <
> t
;> >
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Robert
added (If I remember correctly) OSG wraps for it.
Hope this helps,
Cheers!
Nick
On Tue, Jul 25, 2017 at 11:10 AM, Dario Frost wrote:
>
> Trajce Nikolov NICK wrote:
> > Hi Roman,
> > Once I complete some working version I will post my code, no problem.
> Maybe Sebas
Hi Community,
I am using the Delaunay triangulator from OSG. For simple cases it works
fine, but not enough for real world ones. Any suggestion for constrained
Delaunay triangulation library?
Thanks a bunch as always!
Nick
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trajce nikolov nick
Thanks Alberto. I think I come across this one too. The old libtriangle
written in C? Ehm ... I would welcome more modern code - while reading
libtriangle, it hurt my head how it should be used. But thanks anyway
On Fri, Jul 28, 2017 at 4:32 PM, Alberto Luaces wrote:
> Trajce Nikolov N
ok .. this CGAL is promising ;-) ...
Thanks!
On Fri, Jul 28, 2017 at 4:49 PM, Alberto Luaces wrote:
> Trajce Nikolov NICK writes:
>
> > Thanks Alberto. I think I come across this one too. The old
> > libtriangle written in C? Ehm ... I would welcome more modern code -
gt; Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=71379#71379
>>
>>
>>
>>
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Hi Robert,
I will ... I am in the middle of setting up my laptop with fresh install,
once I am ready I will do so
On Thu, Aug 10, 2017 at 5:08 PM, Robert Osfield
wrote:
> Hi Nick,
>
> On 10 August 2017 at 15:34, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrot
the
settings for the Projection and the View matrix for the RTT camera?
Thanks a bunch as always
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itAttitude * graphicObject->getTransformNode()->getAttitude()
> * eye;
>return eye;
> }
>
>
>
>
> Cheers,
> Gianni
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=71564#71564
>
>
>
>
>
>
Hi Community,
anyone aware of GPU particles library that can be easelly integrated with
OSG?
Thanks a bunch!
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Hi community,
if I set the particle life time to 0, I am seeing it is not killing the
particle, but instead it makes it live forever. Any hint how to kill it?
Thanks a bunch as always
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osg-users
gt;
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Hi Community,
anyone aware where is this located these days? It seams Autodesk has
changed the sites hosting it
Thanks a bunch as always
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http
topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72213#72213
>
>
>
>
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